Man... STARS! Now that was a game that I really followed close when STARS! Supernova Genesis was being developed. Was really disappointed when Empire dropped them. In todays age of kickstarter I'm sorta shocked that they have not tried to reboot the game...
Taslios
Bumping this again... I know this is not something that will happen prior to the expandalone but something like this for larger maps would be a godsend.
I don't see what there is to "fix" here. The base templates cannot be deleted as the game automatically updates those. so you have a ship that is a base name like the Torian Lobster. You edit the Torian Lobster and rename "Green Killer" you then upgrade a technology. The game does not modify custom designs. so you now have Lobster L (Upgraded Lobster), and "Green Killer" (Not upg
long dead.... Frogboy basically answers the question here: https://forums.galciv3.com/474109/page/5/#3613309 He wants to do something but given the negative reply of angry min/maxers when they removed the production wheel they are probably not implementing any major changes until they can do the standalone.
This has been corrected as of the current build that is in beta testing right now.
When you research Aquatic World Mastery specialization as a non Torian race it does nothing. No bonus to production, and no tourism bonus.
Well i started my game late Friday night so it should be the latest.... didn't realize there was a 1.61 2
It is not working in my most recent game 1.61 beta and this has nothing to do with capturing Torian worlds. Researching Aquatic Mastery no longer gives production bonus or tourism bonus.
[quote who="naselus" reply="47" id="3623013"] Let ship sensor and engine stacking cap out at 20 or 30 tiles, then let military SBs fill the gap for both strategic redeployment (the existing 66% move cost reduction within ZOC) and super-long-range sensors (8 for base, 16 for sector -since a sector is 16 haxes - 32 for the next module up and 64 for the final one). This means that knocking out military SBS rather than bypassing them becomes worthwhile (need to slow down enemy reinforcements
And Joeball basically and clearly pointed out why only my point two was bolded for emphasis. Any end every change to the mechanics of the game has some drawback or other reason why it is not possible or practical to do it The only "easy" fix is to make the stacking or not stacking or max number of items per type stacking limitation a selectable rules option in game creation.
Did you buy the game via Steam or GOG? GOG can't see the Steam people and vice versa I've never seen the lobby be totally empty.
The Metaverse stuff was doing maintenance last week and they possibly wiped/lost some information. Metaverse is also a new feature that was added in patch 1.6 so it has only been running for a few weeks. the game is definitely not dead.
Aquatic planet specialization is not working right now.
And so now we know.... there is no "easy fix" Going back to the thought line of GC2 and scaling the size of the components dependent on the size of the ship. I think this is probably something that would help and would be a happy middle ground for everyone. <span style="font-s
.... I wasn't aware that the Precurser artifact one had a "win" scenario built right in to it. How exactly did they win? I out right hate the Ascension victory so I flat out turn it off all the time so this might be why I've never seen this event create a victory situation.
[quote who="stevezar" reply="22" id="3622173"] But at least now I see who has muscled in this idea...people who start insane sized maps and then lack the patience to actually play on those scales, and want it to resolve as quickly as a tiny map. I dunno, if you want the game to be over in 40 turns, play a small map maybe? Smaller maps are utterly ruined by current stacking rules. They will work much better with dimishing returns, and insane maps will be the length
[quote who="stevezar" reply="22" id="3622173"] I fail to see whats fun about ships that can blast through 22 star systems to get to someones homeworld in one turn, or sensor ships that can see then entire galaxy from the homeport. All I see is it ruining the game. How is the 200 radius sensor ship "fun"? Do you bother to build extended sensor range on your starbases? But at least now I see who has muscled in this idea...people who start insane sized map
I find that on the larger map settings if I cannot stack at least Engines.. I grow bored very quickly...
I just wish they were still bright yellow in color... I miss the bright yellow.... they are this dull ugly color that makes me sad....
... my comment about it being odd was sarcasm. my point being if the AI can stack one thing, it should be able to stack other things... or should know enough to value the stacking of things. That the system uses "filler" rather they a weighted value for each component is itself an issue.
The thing of it is that on the really really big maps if you do not have sensor stacking or engine stacking it becomes almost impossible to explore and then conduct any sort of real war that does not take a mass number of turns higher than my boredom level. I've suggested this many times but they really truly need to make a "map size" variable into a lot of the techs. Base = Map Size *X + Bonuses If this were
Let them stack... but also build techs that counter them... Cloaking.. Sensor jammers etc if a cloaked ship can only be seen if it is "triangulated" by several ships... or if it can only be seen if it is within x many hexes of the sensor ship.. that VASTLY limits the effectiveness of having sensor boats with all the sensors while leaving sensors off normal ships. or even better... can
This was created by a change in how the AI "sees" anomalies They now go after the defended ones where before they avoided them. I hope it is fixed in the next patch as having the AI not have to fight the guards is really annoying cheaty hax.
the ones guarding the precursers are not pirates however.... they appear to be automated defenses that are a totally different ship style. Honestly the Anomalies are one of my more favorite things in the game... I like how in GCII they continuously spawned throughout the game. But there are little things like this... or like how the flavor text talks about a "Terran Scout" ship... and then you get "my design style" s
With 1.6 the AI now surveys the Ship Graveyards and Precurser Anomalies. This is good. However they don't have to fight the guard ships and can survey with an unarmed survey ship. This sucks. But it does beg a question. Why can't we see the ships guarding the Graveyard/Anomaly on the map or when we click on the anomaly? I've said before that the Percurser ones sh